The setup is quite tricky:

I. Sprites (per sword):

 1. Stabbing sprite - Must be facing up.

 2. Slashing sprite - Facing Right-Up.

 3. Sword Beam sprite - Facing right

 4. Beam shard particle sprite - Facing Left-Up.

II. Scripts (once):

 1. Import all headers listed at the top of script file. You can find them on my server account in /public_html/zscript folder. Make sure to get latest version of stdWeapons.zh (updated quite recently).

 2. Global script: add "UpdateAnimations()" anywhere after "Waitdraw" in the main loop of yor active Global script.

 3. Compile the script. If you get any compilation errors, related to the Sword script, report them in this PM conversation with compilation error message screenshot attached.

 4. Assign 2 new FFC scripts in the new slots. One for the sword itself and one for sword beam.

 5. If you haven`t imported stdWeapons.zh header before, assign "Weapon launcher" item script to new item script slot.

 6. In the sword script file find the constant named "BEAM_FFCSCRIPT" and change it to the slot number you assicned to sword bea FFC script.

 7. Re-compile. No changing in the slot assignment.

III. Item properties (per sword):

 1. Create new item. Better use one of zz### item classes.

 2. Set up standard data like item GFX, pickup sound etc.

 3. Set script arguments as following:
 
 ////  SCRIPTED SWORD
//
//D0:
//  ###**.**** - Sword`s tabbing sprite.
//  ***##.#*** - Sword`s slashing sprite.
//  *****.*### - Sword beam sprite. Must be facing right.
//D1:
//  *##**.**** - Number of dice that determines base damage.
//  ***##.**** - Maximum number on base dice.
//  *****.##** - Maximum number on dice per level.
//  *****.**## - Number of dice applied to damage per level.
//D2:
//  *###*.**** - Sword attack SFX.
//  ****#.##** - Sword beam launch SFX.
//  *****.**#* - Set to 1 -> Allow Slash.
//D3:
//  #****.**** - Set to 1 -> Beam Hearts is precentile.
//  *###*.**** - Hearts required to shoot sword beams.
//  ****#.**** - Set to 1 -> Beam Penetrates enemies.
//  *****.*### - Beam shard particle sprite.
//D4:
//  #****.**** - Set to 1 -> Beam damage is precentile from sword damage.
//  *###*.**** - Damage from Sword beam.
//  ****#.**** - Set to 1 -> Use only half of the Link`s current XP level to scale damage from Sword beams
//  *****.*### - Amount of damage to apply to sword beams for each effective level.
//D5:
//  *###*.**** - Main Sword trigger flag. Hit it with this sword directly to trigger secrets.
//  ****#.##** - Sword Beam trigger flag. Hitting it with Sword Beams from this sword triggers secrets.
//
//D6: Unused.
//
//
//D7: Main sword FFC script slot number.
////

 4. Set "Weapon Launcher" script as "action" item script.

IV. Test and enjoy.

 

Current Issues:

1. Link animations: Even though I have set Link->Action to LA_CHARGING for charging Spin Attack and LA_SPINNING for unleashing that technique, he acts like there are no commands to obey. Although in the scipt file, setting Link`s action is "commented out", un-commenting them does nothing at all. I have yet to find the way how to properly aimate Link without rendering him invisible. (Otherwise Link can be rendered visible in cutscenes by using that scripted weapon despite "Invisible Link" screen flag is being on).

2. Any other issues unknown to me. Report them if you want.